Line 4: |
Line 4: |
| | | |
| Starting [[Spring 2014 Event|Spring 2014]] event, [[Line of Sight|LoS]] {{LOS}}-based checks were implemented. A fleet's [[Line of Sight|total or equipment LoS]] affects movement through the map nodes and whether you reach the boss node. Since then, this mechanic has been implemented into [[World 2#2-5|extra operations maps]]. | | Starting [[Spring 2014 Event|Spring 2014]] event, [[Line of Sight|LoS]] {{LOS}}-based checks were implemented. A fleet's [[Line of Sight|total or equipment LoS]] affects movement through the map nodes and whether you reach the boss node. Since then, this mechanic has been implemented into [[World 2#2-5|extra operations maps]]. |
| + | |
| + | |
| + | =Event Preparation= |
| + | *The standard requirements to participate in an Event are: |
| + | **At least a '''75% sortie win-rate'''. This is shown in the [[Tutorial: FAQ#What_does_the_admiral_stats_page_show.3F|Fleet HQ Stats page]]. |
| + | **At least '''5 free ship slots''' for new kanmusu to join before sortieing. |
| + | **At least '''20 free equipment slots''' before sortieing. |
| + | *There are several special mechanics that have been included in recent events: |
| + | **Ship Locking is perhaps the most important, where each ship used in a locking map receives a colored stamp, ''even on easy difficulty.'' These ships can only be used in following maps that permit that color stamp; new ships will have to be used for those cases. Sometimes Easy difficulty allows admirals to get around ship locking requirements. |
| + | **Difficulty settings have been implemented, resulting in easier or harder enemies with lesser or greater rewards. Difficulties also sometimes ship drops as well as drop rates. When dealing with ship locking, sometimes the 'Easy' difficulty will allow already-locked ships, ''although doing maps on easy will still put the stamp on new ships.'' |
| + | *[[Combined Fleet]] mechanics are often implemented on some maps during events. |
| + | **Limited-time quests are sometimes required to unlock the next map. |
| + | |
| + | ===Stockpile Creation=== |
| + | *A stockpile of {{Fuel}}{{Ammo}}{{Steel}}{{Bauxite}} resources & [[File:Irepair.png|18px|link=]] buckets will be required. |
| + | ** Given a stockpile under the resource softcap, the natural regeneration rate of resources is 10,800 fuel, ammo, and steel per week, and 3600 bauxite. |
| + | *** For reference, expedition 5 being run non-stop will bring in a gross 27,000 fuel and ammo per week, and 1800 steel and bauxite |
| + | ** Buckets do not naturally regenerate, and may be attained from expedition 2 at an average rate of 1 bucket per hour |
| + | *** In practical gameplay, Fuel (used for repairs and sorties) is much more important than Ammunition (only for sortie), while steel is the least important resource (only for repairs), |
| + | *** Bauxite usage varies greatly depending on the current demands of the fleet (a carrier or LBAS-dependent event will consume bauxite rapidly, while less CV-heavy events will consume far less) |
| + | |
| + | |
| + | *Although it's also a general rule-of-thumb, it deserves extra mention here: always have at least two of each ship type ready & leveled as the event maps' fleet composition requirements will not be known beforehand. |
| + | **However, ship locking has made this even more important. Though on Easy Difficulties (see above) ship locking is not enforced, it can cut down on possible rewards from clearing maps; not having a well-spread fleet can reduce effectiveness throughout the event! |
| + | **Remember to plan for possible combined fleet actions as well: Having several leveled standard carriers and light carriers are important for Carrier task forces; having high-level battleships and cruisers is important for surface task forces; and Heavy Cruisers, Torpedo Cruisers, Destroyers and a Light Cruiser are needed for the escort force. |
| + | |
| | | |
| ==Event List== | | ==Event List== |
Line 51: |
Line 77: |
| </table> | | </table> |
| | | |
− | =Event Preparation=
| |
− | *The standard requirements to participate in an Event are:
| |
− | **At least a '''75% sortie win-rate'''. This is shown in the [[Tutorial: FAQ#What_does_the_admiral_stats_page_show.3F|Fleet HQ Stats page]].
| |
− | **At least '''5 free ship slots''' for new kanmusu to join before sortieing.
| |
− | **At least '''20 free equipment slots''' before sortieing.
| |
− | *There are several special mechanics that have been included in recent events:
| |
− | **Ship Locking is perhaps the most important, where each ship used in a locking map receives a colored stamp, ''even on easy difficulty.'' These ships can only be used in following maps that permit that color stamp; new ships will have to be used for those cases. Sometimes Easy difficulty allows admirals to get around ship locking requirements.
| |
− | **Difficulty settings have been implemented, resulting in easier or harder enemies with lesser or greater rewards. Difficulties also sometimes ship drops as well as drop rates. When dealing with ship locking, sometimes the 'Easy' difficulty will allow already-locked ships, ''although doing maps on easy will still put the stamp on new ships.''
| |
− | *[[Combined Fleet]] mechanics are often implemented on some maps during events.
| |
− | **Limited-time quests are sometimes required to unlock the next map.
| |
− |
| |
− | ===Stockpile Creation===
| |
− | *A stockpile of {{Fuel}}{{Ammo}}{{Steel}}{{Bauxite}} resources & [[File:Irepair.png|18px|link=]] buckets will be required.
| |
− | ** Given a stockpile under the resource softcap, the natural regeneration rate of resources is 10,800 fuel, ammo, and steel per week, and 3600 bauxite.
| |
− | *** For reference, expedition 5 being run non-stop will bring in a gross 27,000 fuel and ammo per week, and 1800 steel and bauxite
| |
− | ** Buckets do not naturally regenerate, and may be attained from expedition 2 at an average rate of 1 bucket per hour
| |
− | *** In practical gameplay, Fuel (used for repairs and sorties) is much more important than Ammunition (only for sortie), while steel is the least important resource (only for repairs),
| |
− | *** Bauxite usage varies greatly depending on the current demands of the fleet (a carrier or LBAS-dependent event will consume bauxite rapidly, while less CV-heavy events will consume far less)
| |
− |
| |
− |
| |
− | *Although it's also a general rule-of-thumb, it deserves extra mention here: always have at least two of each ship type ready & leveled as the event maps' fleet composition requirements will not be known beforehand.
| |
− | **However, ship locking has made this even more important. Though on Easy Difficulties (see above) ship locking is not enforced, it can cut down on possible rewards from clearing maps; not having a well-spread fleet can reduce effectiveness throughout the event!
| |
− | **Remember to plan for possible combined fleet actions as well: Having several leveled standard carriers and light carriers are important for Carrier task forces; having high-level battleships and cruisers is important for surface task forces; and Heavy Cruisers, Torpedo Cruisers, Destroyers and a Light Cruiser are needed for the escort force.
| |
| | | |
| {{EventsPortal}} | | {{EventsPortal}} |